reiella said:
Well, that's not a good comparison either, as Dodge is an 'entry' feat, and generally regarded as 'Ok for being underpowered' because it leads into more powerful feat chains/Prestige Classes later on. Much in the same tone that the 'Save' Feats are often glossed over as Prestige Class Requirement bait.
I don't think an Entry Feat need be weak in and of itself, though higher feats along the chain will be more powerful. As an example, power attack, mounted combat and point blank shot are not weak IMO, but they are Entry Feats.
+4 to Initiative is a nice 20% boost for Rogue/sneak fighters combat ability and just great for tactical supremacy. It is a pretty good feat, but also one that I'm "passing up" with my monk, simply as +8 instead of +4, especially as I personally perfer to come in later with flanking support as the Flurry of Misses really benefits from that +2

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The thing is, Rogue's will benefit the most (and, the 20% boost isn't really in "combat ability IMO) because of sneak attack. But, that assumes no surprise round. Rogue's will also usually have a high dex, so the effect will be lessened for them.
In the games I've been in, it's been more of a dump feat (Imp Init) than some Must Have. Heck, I think I'm the only one that has it right now from the 4 games. (I also had a past PC that was a Crane Samurai, he was boosted up to around +12 for init IIRC)
Oh, and Alzrius, a couple of those feats would be used EVERY battle as well. Including Luck of the Heroes, and gaining the Frightful Presence ability will practically always come up in combat. But by the same argument, +1 to AC will come up every combat, and most certainly more often than a +4 to Initiative would as well.
+1 to AC and +1 to saves will not only come up every combat round, but will come up out of combat as well.
+4 to init will come up in the first round of combats, but is still not a huge bonus when you're rolling a d20. The die still determines when you go.
Will just concede that we have different experiences in regards to "types of feats people like taking". As a sidenote, if the +4 Init is so nice, I'd expect almost all Humans to be taking Improved Initiative and Blooded for their two first level feats

, fear the +6 Initiative, might get nixed in 3.6 due to being too stackable and abusable

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The regional feats are stated to be more powerful. I think the actual main balancing factor is that everyone can take them, so they're theoretically balanced against each other. The problem will be folks plucking from FR to put them in other games where the majority of players don't have them.
I'm actually more opposed to the Regional Equipment myself.